Through the properly designed framework, the feature representation and the classifier can be simultaneously updated with progressively annotated informative samples. Second, we present a cost-effective sample selection strategy to improve the classification performance with less manual annotations.

Many active learning methods belong to the retraining-based approaches, which select one unlabeled instance, add it to the training set with its possible labels, retrain the classification model, and evaluate the criteria that we base our selection on. However, since the true label of the selected instance is unknown, these methods resort to calculating the average-case or worse-case performance with respect to the unknown label. In this paper, we propose a different method to solve this problem. In particular, our method aims to make use of the uncertainty information to enhance the performance of retraining-based models. We apply our method to two state-of-the-art algorithms and carry out extensive experiments on a wide variety of real-world datasets. The results clearly demonstrate the effectiveness of the proposed method and indicate it can reduce human labeling efforts in many real-life applications.

In this paper, we suggest a novel data-driven approach to active learning: Learning Active Learning (LAL). The key idea behind LAL is to train a regressor that predicts the expected error reduction for a potential sample in a particular learning state. By treating the query selection procedure as a regression problem we are not restricted to dealing with existing AL heuristics; instead, we learn strategies based on experience from previous active learning experiments. We show that LAL can be learnt from a simple artificial 2D dataset and yields strategies that work well on real data from a wide range of domains. Moreover, if some domain-specific samples are available to bootstrap active learning, the LAL strategy can be tailored for a particular problem.

We introduce the first deep reinforcement learning agent that learns to beat Atari games with the aid of natural language instructions. The agent uses a multimodal embedding between environment observations and natural language to self-monitor progress through a list of English instructions, granting itself reward for completing instructions in addition to increasing the game score. Our agent significantly outperforms Deep Q-Networks (DQNs), Asynchronous Advantage Actor-Critic (A3C) agents, and the best agents posted to OpenAI Gym on what is often considered the hardest Atari 2600 environment: Montezuma's Revenge.

We introduced a model that learns active learning algorithms
end-to-end. Our goal was to move away from engineered
selection heuristics towards strategies learned directly from
data. Our model leverages labeled instances from different
but related tasks to learn a selection strategy for the task at
hand, while simultaneously adapting its representation of
the data and its prediction function. We evaluated the model
on “active” variants of one-shot learning tasks for Omniglot,
demonstrating that its policy approaches an optimistic performance
estimate. On a cold-start collaborative filtering
task derived from MovieLens, the model outperforms several
baselines and shows promise for application in more
realistic settings.

We introduce a novel formulation by reframing the active learning as a reinforcement learning problem and explicitly learning a data selection policy, where the policy takes the role of the active learning heuristic. Importantly, our method allows the selection policy learned using simulation on one language to be transferred to other languages. We demonstrate our method using cross-lingual named entity recognition, observing uniform improvements over traditional active learning.

. In this paper, we present a new online deep learning framework that attempts to tackle the challenges by learning DNN models of adaptive depth from a sequence of training data in an online learning setting. In particular, we propose a novel Hedge Backpropagation (HBP) method for online updating the parameters of DNN effectively, and validate the efficacy of our method on large-scale data sets, including both stationary and concept drifting scenarios.

This paper argues that such research has overlooked an important and useful intrinsic motivator: social interaction. We posit that making an AI agent aware of implicit social feedback from humans can allow for faster learning of more generalizable and useful representations, and could potentially impact AI safety. We collect social feedback in the form of facial expression reactions to samples from Sketch RNN, an LSTM-based variational autoencoder (VAE) designed to produce sketch drawings. We use a Latent Constraints GAN (LC-GAN) to learn from the facial feedback of a small group of viewers, and then show in an independent evaluation with 76 users that this model produced sketches that lead to significantly more positive facial expressions. Thus, we establish that implicit social feedback can improve the output of a deep learning model.

Our empirical study suggests that many of the active learning heuristics in the literature are not effective when applied to CNNs in batch setting. Inspired by these limitations, we define the problem of active learning as core-set selection, ie. choosing set of points such that a model learned over the selected subset is competitive for the remaining data points. We further present a theoretical result characterizing the performance of any selected subset using the geometry of the datapoints. As an active learning algorithm, we choose the subset which is expected to yield best result according to our characterization. Our experiments show that the proposed method significantly outperforms existing approaches in image classification experiments by a large margin.